Hercules's lesser known cousin, Particles, is far too strong for the galaxy to deal with. I propose we declare this new-found threat as a crisis and mobilize the galactic fleet at once.
Wait for sales. I got about 10 DLCs on the 29th of November last month for 71.26 euros instead of the full price of about 121 euros, because I found a sale and took advantage of it. Now I have the base game plus all DLCs except for Toxoids and Overlord (which were not on sale). But I'll get those as well eventually
If they charged less for the dlc, then we would either receive less content per dlc, or all the content in the update would be gated behind the dlc, forcing everyone to buy the dlc. The current system works so that the people who can't afford the dlc still receive new features.
Considering how often Stellaris and its DLC goes on sale, I don’t really see the price point being an issue unless you’re trying to buy everything at once. For people like myself who are new to the game or are a little slower in learning the game, the base game and a handful of packs can get us through until the next sale. Also, it’s important to mention how much work the Paradox team does for free. They don’t charge for updates and they are massively supportive of the modding community. I think that’s well worth the cost of content.
Agreed, my ship design ethos is choosing components that matches the theme of my empire e.g when I RP as space German Empire, I'll be building only Kinetic and Explosive weapons with only Armor. On the other hand when I play something like space elves I'll be running pure energy weapons and shields. Now as fun as this is for me, I'd really like to see the "meta" builds so to speak.
17:54 - careful with this, it also increases rare resource upkeep from Starbase Buildings - the ones on orbital rings come to mind. Found out the hard way after building 5 refinery worlds rather than tearing down captured starbases
Yeah, it's important to be careful when capturing starbases, AI sometimes do weird things. But I think that by the time you really use the Orbital Rings to their full extent, you can have a strong enough Rare resources production
Designing ships is the absolute funnest part of stellaris for me. I can't imagine leaving auto designer on. I understand it's a pain to have to keep fiddling as your tech advances, but still.
same previously i didn't do that because it was such a hassle to learn (or so i thought), once i felt the game was stale, i started to design my own ships and the game was fun again
Newer players will most likely get overwhelmed at first (I know I did) with all the damage numbers and modifiers, and in casual settings who cares about how trash the AI designs ships?
I'm trying to design ship without being to anal about it right now. Having fun with the design, but not stressing if I've made the absolute optimal design.
I just wish we could design our starbases, I can't even say how many time I've had starbases fall because they had all of the technically 'best' weapons.
Really looking forward to your ship design video! If possible, could you also talk about how to identify what build the enemy has - do you look at what the enemy ships are firing?
If you have enough intel on an empire you can inspect their ships by clicking on the fleet and then the magnifying glass icon beside the ship you want to see
@@TheRealWormbo imo its always better to spend the time getting intel on your enemies so you can build ships to hard counter theirs. Saves you having to fight pyrrhic battles against equivalent foes to find out, therefore saying you time and resources
@@insertmoneyhere is can be nice for fast game when you have very good pc or play on 400 stars, but more slow games start be boring, you literaly delete 30% your gameplay and 50% time you dont have anything to do, and i dont trust ai, for base standart game auto ai help work but when you play 100-200 and more games play this only best way is boring so you try play good but weird way and ai dont know how help and destroy your ekko.
@@Darlf_Sevil The current updated version of planetary automation is really solid and only needs a bit of help here and there. It also doesn't demolish or replace anything so any tweaks you make will not be wiped by an AI that doesn't understand your strategy.
@@omppusolttu5799 i know but my weird games some time are have own rules or i want do somting faster and i still need micro jobs, i like have happy wordls have 100% bonus and ai not good at it, but i think new ai is pretty good if you have a lot of planets, i use 0,25 and 2 100% or 0,5 and 0 100% + pop grow normal and 50% more grow time per empire pops to my pc dont burn on end game, and micro 3-20 planets and most time 10 is kinda fun, on more yee i think si be amazing.
12:28 Note that Maniacal and Spark of Genius also have another effect: the first makes that scientist slightly more likely to discover dangerous technologies, and the second makes that researcher more likely to come across rare technologies. Having a spark of genius scientist on society can be a good idea if you're looking for something like psionic theory or clone armies, or on physics for the wormhole travel and gateway activation techs. It's also particularly good to have maniacal to look for jump drives, as well.
Interesting, the maniacs used to be the ones most likely to roll psionic theory, so they'd be swapped into sociology as research neared completion. It's a problem with Stellaris, having to unlearn stuff 😁
I usually design my own ships, but I recognize patch 3.6 changes have put me out of balance in that regard with the new combat system, a guide about it would feel great.
I’ve only played 2 games on Normal difficulty (the middle difficulty), but torpedo cruisers + hanger cruisers + hanger battleships are pretty good. Early game I just spam corvettes with disruptors and that destroys AI fleets pretty well.
@@alexkilgour1328 I use them early game, before 2300, and when you go disruptors DONT mix weapons, put disruptors on every slot. Otherwise you are wasting damage since you have one of the guns firing at shields. The point of disruptors is to destroy your opponents hulls before they get to yours. It could also just be your difficulty or ship fire rate. I use 2 shield 1 armor on my corvettes, just dont go into a pulsar system haha.
I never get past midgame, and almost always get bodied by an AI doom-stack. As I watch my empire burn, I always think about what I could have done better in the early game. I will ruminate upon these tips while my next empire crumbles.
I remember having that issue too. Just keep trying and think about things that you could’ve done better with. Make sure you balance your economy with ur science so you can put ships up fast
18:47 Yes please, updated ship design and fleet composition videos. Can you also include suggestions on research paths for components and general research to unlock first in relation to fleet combat?
"Montu helped me maximize my slave population with thrall worlds and prioritize less farming, and more livestock, I highly reccomend him as an Advisor for any External Leader Position" - Lady Zorga, Empress of the Great Gordovian Principalities
Is there a video which runs through a well setup early, mid and late game empire anywhere? Discussing build options, policy options, what planets do etc?
Thank you, Montu, for the excellent tips, and excellent content which helps not only to learn to play Stellaris but also to learn English. And yes, I'm looking forward to the ship design video
2:44 maximum is now these, buy and sell Minerals / Food 42 64 Consumer Goods 21 32 Alloys 10 16 Strategic Resources (Crystals / Gas / Motes) 4 6 Living Metal / Zro 2 3
I've just done the dragon exploit in my game, and while it is fun I hope they fix it as soon as possible. I am ready and waiting to see what you come up with in your combat video. Whatever it is will certainly be better than what I have now.
Been playing a ring world race, went through till the end where the crisis guys came and l still hadnt got access to Mega engineering reasearch to fix my ring. Am starting to wonder how the devs expected us to play this game. As a newbie, it really pissed me off to get destroyed without even seeing a fully fixed ring world after playing for hours.
@@_apsis No idea, it was not fun since this race l had hated planets so l was stuck on my initial home + the 2 habitats l built till when the crisis gold aliens killed me. I googled and saw that l needed battleship + citadel researched yet the thing never spawned even then. Why did the devs have to make things like this rng?
HI MONTU!!! THANK YOU FOR ALL YOU DO! Do you use other character portraits when playing Stellaris or do you always use the guy that you have there regardless of your species?
A tip from me: Find a fallen empire who likes you (i.e Patronizing), and sell them rare crystals/volatile motes/etc for loads of alloys. Easy deals. Also, putting unused scientists in science ships and having them "assist research" on a planet with lots of tech is great.
Could you go over that Ascension upgrade button for planets. It seems way too expensive and implies a limited number of uses and I didn't notice any real difference when I used it. I feel like I'm missing something
Paused ships should occupy building slots, because now it's like an exploit. Troublesome (requires micromanagement) yet still :) Also - canceling should charge you something to not get 100% refund.
For tip 1, guaranteed habitables always spawn within 2 jumps from home system as far I know. This is why I personally always use my first science ship to explore all possible choke points and build an additional science ship to do the same or start surveying. Upon reaching acceptable choke points I park a corvette to keep a watch. Why? This allows science ships to explore other possible choke points, conserve influence and because, as far I know the AI explores 2 jumps away from owned territory it means the moment they enter a choke point, I can immediately send a construction ship to claim it. If the choke point is however connected on your empire side to multiple systems, contact rush is necessary as the AI will happily build over your choke point. MP wise I guess you get to cuck your neighbour from a potential advantage.
This is just the kind of content I was looking for after the recent update. There were 2 completely new tips for me and 2 that were further hints at concepts I already understood.
My first moves are always: - Build stations in my system, starting with mineral one - Sell 100 food, buy 100 minerals - Get 3-4 science ships and scientists, to optimise space exploration and research bonuses - build research building on capital, followed immediatelly by removing slums blocker and building consumer goods building. Also, unless I play a trade megacorporation or subterranean lithoids, I don't plan a specific build. Instead, I look at planet traits, bonuses and deposits, and plan planet specialisation accordingly.
Note that you can build science ships faster than you can accumulate Unity for scientists. What you can do is build the science ships first, move them into position, and then teleport in the scientists. Then the science ships can immediately start surveying.
i wish i could resurrect the space amoebas and space whales NOT as a hive mind. Hive Minds are just boring I want my Stellaris game to be like Dune not the Borg...
I'm not sure where you get your numbers: I find that the market limits for inflation are about half of what you say they are. For example, I find that you can only buy 24 minerals or food while keeping the price stable. At 25, it starts rising a tiny bit. Also, I think inflation is somehow impacted by the total volume of goods you are trading so that if you sell a lot of another good it may reduce inflation. *edit* This may also depend heavily on the difficulty setting. I think I usually play Captain.
The limiting jobs one is big, particularly if you are a gestalt consciousness. I know playing as rogue servitors, it is a ton of limiting unnecessary maintenance drones, hunter seeker drones, and artisan drones (from sanctuaries). It is actually kind of annoying how carefully you need to micro those jobs in order to get an early competitive advantage.
3:00 Good advice to use the market more effectively, but the values are diffeent on console. I was able to push buying consumer goods to 100, gas to 20, and selling motes and crystals to 25.
Looking forward to teh ship analyis indeed. Interesting how this doesn't fit my (solo only) playstyle at all, making sure there are no clerks aside and teh hydroponic bays, of course. (wasting unity for spare leaders? Haha, no. Hunting planets before that Habitable worlds thing happens? Not for me, especially as it keeps me from finding minerals to build mining stations on or nebula refineries.) One tip I'd say: If you find the crystal codex or the barracks that gives +military, exchange teh scientist for the one doing Society research before doing that special project, then switch back once that trait is gained. I think that Rubik's Cube gives an Engineering one, so same applies there.
oh thank goodness. Like ive played ~700 hours and im PRETTY good. I usually win by a lot. But compared to monty- I am absolute dogwater trash. I really need to improve my game. Edit: Ok. I learned a LITTLE more. I would love to see an "advanced" version, and an update for the new leader update
Hello Montu, sorry but I have a question! I've been firing governors to depower landowners and building research labs/hiring scientists to empower intelligensia, but for some reason the devout have almost all the clout? They keep telling me the Worm loves me and to embrace theocracy but I just want a chill industrialise the homeworld game. Why is this? Sorry to bother you but I'm very new at Stellaris with not even a thousand hours played yet. Cheers!
i have found it more efficient to add districts and buildings when the available jobs count reaches a certain number. such as, if a planet has 3 jobs available, i would add 1 building or district. if 2 jobs are there, i add 2 buildings or districts. 1 or 0 available jobs, 3 or 4 buildings or districts, respectively. this seems to help balance out overbuilding. great video
I find in single player games that it's more beneficial to focus on alloy production at the very start so that you can claim as many systems as possible peacefully. One big reason for this is that if you're lacking consumer goods for a colony ship or for researchers, they are much cheaper to buy in the market than alloys are.
A "little bit of micromanagement"? It's ok if someone wants to play that way and has fun doing all of this, but to me most of those tips would put me in a micromanagement hell. :D
Can we get updated ship design videos please. Also ending the series with fleet composition guidelines. All the previous videos you have are now outdated for 3.6 now I think.
I wish you could de prioritise jobs so that they are the last jobs filled and not outright ignored. Late game having planets of unemployed while there are clerk slots free is a little annoying to micro.
I dunno how I feel about hydroponics bays. I prefer finding planets with bonuses to mineral, food, research or energy production and then dedicating them to producing that resource and letting the rest of my planets be automated industry and stuff like that, then later making the planets automated and balanced when I get dyson spheres and matter decompressors
Ive been playing this game on and off sense release and I have NO idea what im doing most games, but I have fun all the same. Having a little more info on stuff is helpful
I always thought about hydro bays as weak modules that only occupy precious starbase module space and it never occurred to me somehow that they are so damn efficient and require no precious pops. Thank you for opening my eyes on this one. Another tip that changed my early gameplay completely was the idea not to rush traditions to completion, but rather pick multiple lines at the same time to quickly get very important traits like +10 habitability and +1 pop on colonization.
You don't want to overdo the traditions open thing though. Some of the finisher effects are pretty good, and they include the ascencion perks, which are also generally quite powerful, both of which require you actually finish a tradition.
@@talltroll7092 so-so. The only finisher effect that really matters early is +10% research spead for Discovery. Same for ascension perks - yes, you want to have one relatively early, like the research one or edict fund, but not too early - edict find is a little use if you don't have all the subsidy edicts researched to activate. I don't dip Adaptability for 10% habitability anymore, but I always dip Unyielding for it's starter effect and right branch - having a 1.8k fleet power starbase in your first war for the cost of 2 corvettes(100 alloys to upgrade, 50+50 for gun modules) and extra slot for hydro bay is priceless in my opinion
@@yaroslavstarchenko4358 I'd argue that some of the finishers are better than "so-so" (although I'll concede that it sometimes depends what kind of empire you are running), and the same for the ascension perks. Some of them do also require specific DLC ("Galatic Wonders" only even shows up if you have the Utopia/Megacorp DLC, I think, but those megastructures are pretty great. Hydrocentric is pretty good for acquatic races, but requires the Acquatic Species Pack etc, etc). On the whole, I'd generally rather take some not so great traditions to get the finishers/perks too than have 4 or 5 open trees. 2, maybe even 3 in very specific circumstances, perhaps, but 3 mediocre bonuses can often do more for you overall than even the best single tradition from having lots of open trees
@@talltroll7092 man, Galactic Wonders are WAAAAY past the time when you choose between finishing traditions you've opened up already or pick a new one. Also I've revisited the Traditions page just for the sake of this conversation and my opinion that all non-ascension traditions except Discovery got a trash finisher early to mid game. Let's take Discovery itself for instance. You have to spend months accumulating unity to go through useless things like "−20% Researcher Upkeep" or "+25% Leader Experience Gain, +1 Leader Level Cap". So, researcher upkeep for instance. It is very helpful lategame when you have entire Ring Worlds with hundreds of researchers, yes. But I pick this tradition first when I have like 10 total researchers. These 20% savings are not gonna make up even for a single Artificer job. Imagine, 5 pops or so are working for months to save only one job. So unless you really know that you are working towards specific goal - like +100 edics fund tradition or research speed - it makes no sense to rush through garbage parts of traditions, this is gonna be just waisted unity. In the early game you need to snowball. Things like influence, reduced costs in influence, research alternatives, starbase capacity, even trade value and extra envoys - you often want to get as many of these as fast as possible. Things like empire size reduction, max level caps and upkeep reduction only start to matter when your empire is bigger and rushing through them aimlessly you may find your resources waisted.
I am new to the game in year 2990 my all my resources are thriving at making around 3k and 6k a round, my alloy output for some reason went from making 2k a month and now it suddenly dropped to making -400!... I've got it back to making +30... After conquering some systems but what the heck has happened, also some of my planets suddenly ended up having 100% crime rate and 20% stability when it was 80%+ or plus and have no idea why, I've tired building more halls of judgement but it's suddenly gone mad when I had control of everything
the issue with stability is really series, check for the root cause (probably negative amenities) you can hover over it to get the details, you can also use a planetary decision to actively fight against crime. Worst case scenario, turn one of your worlds into a prison world. as for your alloy deficit, hover over it to check the consumption. if the production has not fallen for any reason, you might've built way too many ships (or you are a robotic empire and your pops are growing/ you are making robots which need alloy upkeep). also, check if metallurgist jobs are occupied by your pops.
messed with the +/- yesterday. solved unemployment for a week then the numbers dropped. tried spamming + but everyone still wanted to be jobless. pops basically refused to work and then continue to complain about it. planets and habitats suffer from unrest because pops are lazy. robotic crisis with several 600k fleets roll in. game ends because I wanted to do a 3 system challenge and didn't have a beefy enough station to fight off Armageddon. get mad at the game then start playing again 2 days later.
I don't know if you ever figured it out, but to the issue of pops staying unemployed even with open jobs can be solved be clicking on the job icon IIRC. There will be a star or some symbol like that on that job icon and the max number of pops that are allowed will start working those jobs, as well as going to any other open jobs. usually you want to "star" a job like clerks, or maintenance drones. Something with amenities that you want to increase or decrease depending on your needs. This can have some weird effects depends on if you have pops with different roles, like slaves that can only take certain job types though. This can be a huge headache for an empire like necrophages that use a lot of indentured slaves.
When should I really start trying to get specific researchers/governers? I feel like I could probably bankrupt my unity just rolling the dice over and over to get voidships and genius's and then I'd be behind somehow.
Another often overlooked aspect of trade is direct trade. Especially at higher difficulties AI empires will have much more efficient production, which you can often exploit. Trades like food for alloys can be especially effective early game. And late game AI empires are overflowing with energy, meaning it's often far more efficient to produce food and trade it for energy. It's not as straightforward as making food though, the exact surplus and deficit of different resources will depend on the empire. But food will be a valuable commodity, which makes farmer jobs far more useful than they seem. This makes federation origin especially powerful, and gives you incentive to allow your friends to grow in power, as they can provide you with both early game protection and cheap consumer goods to fuel your tech rush.
I prefer a "jack of all trades" fleet style, simply because often while fighting one guy someone else likes to declare war, and it's best if I'm prepared and don't need to build/refit a new fleet. Plus, that way to opponent can never really have an advantage. Takes out my shields? I have equal armour (Upgrades allowing). Yes, it can be a tad annoying getting through an enemy with dedicated shield/armour, but I can then melt through the opposite in comparison. This changes, of course, once the crisis comes in.
(2:32) I made a post last year in the I.S.S. Discord where whenever you purchase a certain number of goods (many specific values), then your price will go up *even* if you're below that maximum. It seemed to hit Comrade & another guy who tried it, but they'd just suggest purchasing at 52 (I use 26 a lot). So I suspect - especially since 26 is a safe value to purchase basic resources at, that it is based around the calculations in the game that screw the market up (even if it's your own personal market). It's something similar to 55 H.P. maximum in AoE II, that if you have a unit at 55 H.P. in AoE II and change its job if it's a worker or grab a relic at 1 H.P. with Aztecs or even drop off some relic at 1 H.P., but with 55 Maximum. Then your unit will die, because it ends up rounding to an extra place (I believe) at this 1 singular value. And therefore turns an eventual fraction into 9.982... which is below 1 and kills the unit. Also yes I hate clarks, both in general and in this game... sorry Jeremy! But farmers, I really think there should be a potential benefit for biological civilisations at large or specific ones such as the World-Tree. Where extra food that you get from all of your extra farming districts ACTUALLY gets to do something for you rather than just be sold for pennies! World-Trees should OKAY yes take millenia to fully develop, but could still go through seedling, juvenile, young & maybe adapted stages where adapted just means adapted to the climate & individual biosphere of the planet, but wouldn't be the full Tree of Life for Millenia (beyond the game's scope)! There is a lot of potential for farmers especially, but even for clarks in this game... when combined with certain things such as philosopher king maybe to boost the civ-specialities that don't get a lot of use. Have clarks increase the rate of your leader exp/month by 'value-x' & your leader by 'value-y' where y = 2x or something.* Then hopefully finally - Diplomatic Stances and such should be sliders of sorts, which move over time based upon what direction you're going for. So you could be isolationist... which slowly moves to supremacist even AS/WHEN you're attacked, such that you don't get those bonuses right away. Instead you're at war for a few years and get towards supremacist later on in the war to still get the reduced claim costs amongst other benefits, but then lose out on the increased unity.
@@MontuPlays oh my god, now I'm embarassed haha I swear I looked there. Thank you sir for your hard work :) I look forward to seeing more ship types being covered beyond the destroyers (unless the patch didnt shake anything bigger than a DD up too much?)